New Combat Skills
Bear Slap: This hand strike is a cross between a palm strike and a claw hand. Damage: 1D6
Bite: Attacker bites Defender. Damage: 1D4, and the defender must make a Saving Throw vs. Pain or be at -2 to all combat rolls for the rest of the Melee Round.
Bite and Tear: Attacker bites defender, then tries to tear out the bitten area. Damage: 1D6, and the defender must make a Saving Throw vs. Pain at -2 or be stunned for 1D4 Melee Rounds.
Controlled Disarm: This is an advanced version of the Disarm Combat Skill. When the Controlled Disarm is used the character making the move declares where the weapon goes. They still do not get control of the weapon, but they can state how far and in what direction the weapon goes. The character can even use the Controlled Disarm to make an attack on a second opponent. That opponent, in order to Parry or Dodge the weapon/item, must roll higher than character's Disarm roll. This combat skill costs two (2) Attacks to use.
Double Ear Slap: A double hand strike that targets the defender's ears. Damage: 2D4, and defender must make a Saving Throw vs. Pain at -2 or be stunned for 2+1D6 Melee Rounds.
Double Eye Poke: A two fingered strike that target's the defender's eyes. Damage: 2 points, and defender is automatically blind for 1D2 Melee Rounds. Defender must make a Saving Throw vs. Pain or be blinded for an additional 1D8 Melee Rounds.
Ear Slap: A cupped hand strike that targets the defender's ear. Damage: 1D4, and defender must make a Saving Throw vs. Pain or be stunned for 1D4 Melee Rounds.
Feint at Eyes/Groin: Defender must make a Saving Throw vs. Insanity, if failed then the attacker's next attack is +1 to Strike.
Flying Head Butt: A running, leaping strike that slams the attackers head into the opponent. This must be the first, and only, attack of the Melee Round. Damage: 1D6, Automatic Critical Strike.
Groin Lock (Combination Grab/Hold): Attacker grabs opponent by the testicles. Damage: 1D4. If defender tries to escape he must make a Saving Throw vs. Pain at -2 or take 1D6 damage and be stunned for 3+1D6 Melee Rounds. Note: This attack only works against male opponents.
Hair Lock (Combination Grab/Hold): Attacker grabs opponent by the hair. While in this hold the defender cannot Dodge or Roll with Punch/Fall/Impact. If defender tries to escape they must make a Saving Throw vs. Pain, if successful they take 1D2 Damage (S.D.C. only) and are stunned for 1 Melee Round. Note: This attack cannot be used on a bald opponent.
Hammer Fist: A hand strike made using the bottom (little finger side)of a clenched fist. Damage: 1D6.
Hammer Strike: A large, circular, arm-swinging attack using a hammer fist. Damage: 1D8.
Head Butt: A strike made using the forehead. Damage: 1D6.
Kiai: This is a shout to distract or unnerve an opponent. Once per Melee Round it can be used simultaneously with another attack. The defender must make a Saving Throw vs. a Horror Factor of 7, or be at -1 to all combat rolls for 1 Melee Round. A non-martial artist must make a Saving Throw vs. HF: 14 or be at -2 to all combat rolls for 2 Melee Rounds.
Leg Scissors: An attack where the attacker puts both legs around some portion of the defender's anatomy, links them together at the ankles and squeezes. As a leg scissor can be many different attacks, it always counts as a combination move.
- Leg Scissors (Arm Hold): The attacker puts his legs around defender's arm. This attack can be used at Grappling or Groundfighting Range, though the penalties for attempting a standing hold still apply.
- Leg Scissors (Choke): The attacker wraps his legs around defender's throat. The attacker can't Dodge or Roll, but can Parry. This attack can be used at Groundfighting Range only. Damage (to Hit Points): (1D6+bonuses)/2 per melee attack. Defender must make a Saving Throw vs. Pain for every attack or lapse into unconsciousness.
- Leg Scissors (Crush/Squeeze): The Attacker wraps his legs around the defender's torso. The attacker can't Dodge or Roll, but can Parry. This attack can be used at Groundfighting Range only. Damage: 1D6.
- Leg Scissors (Elbow Lock): The attacker puts his legs around the defender's arm, one leg on above and below the elbow. The attacker then squeezes, exerting force on the elbow joint. This attack can be used at Grappling or Groundfighting Range, though the penalties for attempting a standing lock still apply. See Rifter #3, page 40 for damage and the rules for attempting a joint break.
- Leg Scissors (Knee Lock): The attacker puts his legs around the defender's leg, one leg above and below the knee. The attacker then squeezes, exerting force on the knee joint. This attack can only be used at Groundfighting range. See Rifter #3, page 40 for damage and the rules for attempting a joint break.
- Leg Scissors (Leg Hold): The attacker wraps his legs around the defender's leg. This attack can be used at Grappling or Groundfighting Range, though the penalties for attempting a standing hold still apply.
- Jumping Leg Scissors (Sacrifice Throw): The attacker jumps up, wrapping both legs around the defender's torso. The attacker then drops to the ground pulling the defender with him. If the Leg Scissor is Parried or Dodged there is no Knockdown. This attack must be the only attack of the Melee Round. It becomes Leg Scissor (Crush/Squeeze) in the next Melee Round if the defender doesn't escape and the hold is maintained. Damage: 2D6.
- Leg Scissors (Sweeping Throw): The attacker wraps his legs around the defender's. The attacker then twists the leg scissor, pulling the defender to the ground. If the Leg Scissor is Parried or Dodged there is no Knockdown. This attack can be used at Groundfighting Range only. Damage: 1D6.
Neck Crank: The attacker grabs the opponent's head and rotates it around and down. The defender ends up on the ground. Can only be applied after a successful Grab of the head or Neck Hold.
Rake Fist: A hand strike using the front knuckles of the fist when the hand is held in the Back Hand position. Damage: 1D6.
Ridge Hand: A hand strike made using the thumb side of the hand when the hand is held in the Knife Hand position. Damage: 1D6.
Spear Hand: A hand strike made using the fingertips when hand is held in the Knife Hand position. Damage:.
Spinning Fist: This is a combination move similar to the Reverse Turning Kick. When attacked the character spins away, dodging the opponent's attack and setting up an attack of their own. But instead of striking with a kick, a hand technique is used. Hand attacks that can be used with this move are Back Hand, Elbow, Hammerfist, Knife Hand, Rake Fist, and Ridge Hand.
Shin Scrape Kick: This is a low, stomping kick directed at the defender's shins. Damage: 1D4, target must make a Saving Throw vs. Pain at -1 or be at 1/2 Speed and the target cannot attack with the damaged leg for 1D6 Melee Rounds.
Throat Flick: Attacker flicks defender in the throat. Damage: 0, but the defender must make a Saving Throw vs. Pain or be at -1 to all combat rolls for the rest of the Melee Round.
Uppercut: A short, rising punch generally directed at the opponent's chin. Damage: 1D8.